Ejemplo n.º 1
0
Sun::Sun(u32 type, f32 scale, vector3df pos, vector3df rot, SColorf lightcolor, f32 lightrange):CelestialObject(scale, pos, rot, false)
{
  lightColor_ = lightcolor;
  lightRange_ = lightrange;
  texturePath_ = PATH_BASE_TEXTURE;
  texturePath_ += PATH_STAR_TEXTURE;
  io::path Obj_name = FILE_STAR_TEXTURE;
  Obj_name += type;

  sceneNode_->setMaterialTexture( 0, sIGfx->getDriver()->getTexture(texturePath_+Obj_name+_JPG) );
  sceneNode_->setMaterialFlag(video::EMF_LIGHTING, false);  //light will go through it
  sceneNode_->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); //scaled object

  video::SLight light_data;
  light_data.DiffuseColor = video::SColorf(1.0f, 1.0f, 1.0f);
  light_data.SpecularColor = video::SColorf(0.8f, 0.8f, 0.6f);
  light_data.CastShadows = true;
  light_data.Type = video::ELT_POINT;
  light_data.Attenuation = vector3df(
        0.0f, 1.f/(lightrange*lightrange), 1.f/(lightrange*lightrange));

  ILightSceneNode* il = sIGfx->getSceneManager ()->addLightSceneNode(
        0, pos + vector3df(0, 0, 1.f * scale), lightcolor, lightrange);
  il->setLightData(light_data);
}
void PhysicsSim::makeLight(vector3df position, float intensity)
{
    ILightSceneNode* lsn = smgr->addLightSceneNode(0, position, video::SColorf(1.f, 1.f, 1.f), 1);
//    smgr->setAmbientLight(SColorf(0.2, 0.2, 0.2));

    SLight sl = lsn->getLightData();
    sl.Attenuation = Vector3D(0, 0.001, 0);
    sl.DiffuseColor = SColorf(1, 1, 1);
    sl.Direction = Vector3D(0, -1, 0);
    sl.AmbientColor = SColorf(0.4, 0.4, 0.4);

    lsn->setLightData(sl);
}
Ejemplo n.º 3
0
int main()
{
	Input input;
	IrrlichtDevice *device = createDevice(video::EDT_DIRECT3D9, dimension2d<u32>(800, 600), 16, false, true, false, &input);
	device->setWindowCaption(L"Seas of Gold");
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();
	IGUIEnvironment* guienv = device->getGUIEnvironment();
	E_DRIVER_TYPE driverType = driverChoiceConsole();
	EffectHandler *effect = new EffectHandler(device, driver->getScreenSize(), false, true);
	E_FILTER_TYPE filterType = (E_FILTER_TYPE)core::clamp<u32>((u32)3 - '1', 0, 4);
	MapID currentMap;
	int skyR = 30, skyG = 30, skyB = 70;
	int timer = 0;
	SColor sky = SColor(255, skyR, skyG, skyB);
	float plPos_x = 0.0f, plPos_y = 0.0f, plPos_z = 0.0f;
	bool updateCam = true;
	bool menu1 = false;
	int state = Main;
	int frameCount = 0;
	LoadMap loadMap;
	Player player;
	Interface playerInterface(driver);
	ITriangleSelector* selector = 0;
	ISceneNodeAnimator* anim = 0;
	Vendor southVendor;
	Vendor eastVendor;
	Vendor northVendor;
	//InitializeVendors(northVendor, southVendor, eastVendor, itemD);

	//ItemDatabase* itemD = new ItemDatabase;
	ItemDatabase itemD;
	itemD.Initialize();

	//initialize player's inventory
	player.AddGold(1000);
	player.getInventory()->addItem(itemD.getItem(bronzeOre), 50);
	player.getInventory()->addItem(itemD.getItem(ironOre), 50);
	player.getInventory()->addItem(itemD.getItem(goldOre), 50);

	//initialize south vendor's inventory
	southVendor.getInventory()->addItem(itemD.getItem(bronzeOre), 100);
	southVendor.getInventory()->addItem(itemD.getItem(coalOre), 100);
	southVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);

	//initialize north vendor's inventory
	northVendor.getInventory()->addItem(itemD.getItem(obsidianOre), 50);
	northVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);

	//initialize south vendor's inventory
	eastVendor.getInventory()->addItem(itemD.getItem(goldOre), 100);
	eastVendor.getInventory()->addItem(itemD.getItem(ironOre), 100);
	eastVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);

	//Item item(0, "bronzeOre", "Sprites/ore_Bronze.png");
	//Item item2 = item;
	//Item* item2 = itemD.getItem(3);
	//inventory.addItem(&item, 2);
	//inventory.addItem(&item, 2);
	//inventory.addItem(item2, 2);

	//int test = 0;

	// Load the map scene
	//loadMap.Load(smgr, device, Map_Africa);
	//loadMap.Load(smgr, device, Map_India);
	//loadMap.Load(smgr, device, selector, plyrNode, anim, Map_England);

	IAnimatedMeshSceneNode* plyrNode = player.loadPlayerNode(device, smgr);
	//plyrNode->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(plyrNode->isDebugDataVisible() ^ scene::EDS_BBOX));

	ICameraSceneNode* camera = smgr->addCameraSceneNode(0, plyrNode->getPosition() + vector3df(0, 2, 2), vector3df(0, 0, 100));

	loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_Africa);
	currentMap = Map_Africa;
	//loadMap.setCollisions(smgr, selector, plyrNode, anim);

	if (loadMap.CollNode)
	{
		selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);
		for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
		{
			loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
		}
		loadMap.CollNode->setTriangleSelector(selector);
	}

	if (selector)
	{
		anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
			core::vector3df(0.0f, -0.725f, 0.0f));

		plyrNode->addAnimator(anim);
	}

	ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();

	////////////// The Sun ////////////
	ILightSceneNode *sun_node;
	SLight sun_data;
	ISceneNode *sun_billboard;
	float sun_angle = 0;
	video::SColorf Diffuse_Night = video::SColorf(0.0f, 0.0f, 0.0f, 1.0f);
	video::SColorf Diffuse_Day = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);

	sun_node = smgr->addLightSceneNode();
	sun_data.Direction = vector3df(0, 0, 0);
	sun_data.Type = video::ELT_DIRECTIONAL;
	sun_data.AmbientColor = video::SColorf(0.1f, 0.1f, 0.1f, 1);
	sun_data.SpecularColor = video::SColorf(0, 0, 0, 0);
	sun_data.DiffuseColor = Diffuse_Day;
	sun_data.CastShadows = true;
	sun_node->setLightData(sun_data);
	sun_node->setPosition(vector3df(0, 0, 0));
	sun_node->setRotation(vector3df(0, 0, 0));

	sun_billboard = smgr->addBillboardSceneNode(sun_node, core::dimension2d<f32>(60, 60));
	if (sun_billboard)
	{
		sun_billboard->setPosition(vector3df(0, 0, -100));
		sun_billboard->setMaterialFlag(video::EMF_LIGHTING, false);
		sun_billboard->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
		sun_billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
		sun_billboard->setMaterialTexture(0, driver->getTexture("Assets/particlewhite.bmp"));
	}
	/////////// End ////////////

	//------- candleLight -----//
	ILightSceneNode *candleLight = smgr->addLightSceneNode();
	SLight candleLight_data;

	candleLight_data.Type = video::ELT_POINT;
	candleLight_data.DiffuseColor = SColorf(1.0f, 0.546f, 0.016f, 1.0f);
	candleLight_data.SpecularColor = video::SColorf(0, 0, 0, 0);
	candleLight->setPosition(vector3df(2.43467f, 1.55795f, -3.94657));
	candleLight_data.Radius = 1.5f;
	candleLight->setLightData(candleLight_data);
	//------- end -----//

	//// Make the player
	//player.AddGold(1000);
	//player.SetCurrentPort(eMapDest::South);
	//Item* itemCi = new Item("Iron Ore", 1);
	//player.getItems()->addItem(itemCi);
	//Item* itemCb = new Item("Bronze Ore", 1);
	//player.getItems()->addItem(itemCb);

	//Vendor vN;
	//Item* itemG = new Item("Gold Ore", 1000);
	//vN.getItems()->addItem(itemG);
	//Vendor vS;
	//Item* itemI = new Item("Iron Ore", 1000);
	//vS.getItems()->addItem(itemI);
	//Vendor vE;
	//Item* itemB = new Item("Bronze Ore", 1000);
	//vE.getItems()->addItem(itemB);
	//Vendor northVendor

	//delete &itemD;

	int test99 = 0;


	// Make the menus
	MainMenu mainMenu(device, driver);

	MapMenu mapMenu(device, driver);
	mapMenu.SetPlayer(&player);

	TradeMenu tradeMenu;
	tradeMenu.Initialize(device, driver, &player, &southVendor);
	//TradeMenu tradeMenu(device, driver);
	//tradeMenu.SetPlayer(&player);
	//tradeMenu.SetVendor(&vS);
	//
	CraftingMenu craftMenu(device, driver, &player, itemD);
	//craftMenu.SetPlayer(&player);

	//////////////////////////////////////////////////////////////////////////
	// Initialize timer to compute elapsed time between frames
	//////////////////////////////////////////////////////////////////////////
	__int64 cntsPerSec = 0;
	QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
	float secsPerCnt = 1.0f / (float)cntsPerSec;

	__int64 prevTimeStamp = 0;
	QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);

	while (device->run())
	{
		//for scaling animation by time, not by frame
		__int64 currTimeStamp = 0;
		QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
		float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;

		sun_node->setRotation(vector3df(sun_angle, 0.0f, 0.0f));
		sun_angle += dt;
		frameCount += 1;
		if ((sun_angle > 0 && sun_angle < 109) || (sun_angle>350))
		{
			timer++;
			if (timer > 10)
			{
				if (skyR < 100) skyR += 1;
				if (skyG < 100) skyG += 1;
				if (skyB < 140) skyB += 1;
				timer = 0;
			}
		}
		if (sun_angle > 170 && sun_angle < 330)
		{
			timer++;
			if (timer > 10)
			{
				if (skyR > 0) skyR -= 1;
				if (skyG > 0) skyG -= 1;
				if (skyB > 40) skyB -= 1;
				timer = 0;
			}
		}

		player.updatePlayer(plyrNode, dt, collMan, selector);
		playerInterface.update(plyrNode, loadMap, driver, device, input, updateCam, state);

		switch (state)
		{
		case Map:
		{
			int out = mapMenu.Update(&input, frameCount);

			switch (out)
			{
			case eMapDest::Exit:
			{
				state = None;
				break;
			}
			case eMapDest::East:
			{
				state = None;
				//Item* itemB = new Item("Bronze Ore", 1000);
				//vE.getItems()->addItem(itemB);
				tradeMenu.SetVendor(&eastVendor);
				loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_India);
				currentMap = Map_India;
				if (loadMap.CollNode)
				{
					selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);

					for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
					{
						loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
					}
					loadMap.CollNode->setTriangleSelector(selector);
				}

				if (selector)
				{
					anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
						core::vector3df(0.0f, -0.725f, 0.0f));
					plyrNode->addAnimator(anim);
				}
				collMan = smgr->getSceneCollisionManager();
				break;
			}
			case eMapDest::North:
			{
				state = None;
				//Item *itemG = new Item("Gold Ore", 1000);
				//vN.getItems()->addItem(itemG);
				//tradeMenu.SetVendor(&vN);
				tradeMenu.SetVendor(&northVendor);
				loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_England);
				currentMap = Map_England;
				if (loadMap.CollNode)
				{
					selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);

					for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
					{
						loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
					}
					loadMap.CollNode->setTriangleSelector(selector);
				}

				if (selector)
				{
					anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
						core::vector3df(0.0f, -0.725f, 0.0f));
					plyrNode->addAnimator(anim);
				}
				collMan = smgr->getSceneCollisionManager();
				break;
			}
			case eMapDest::South:
			{
				state = None;
				//Item *itemI = new Item("Iron Ore", 1000);
				//vS.getItems()->addItem(itemI);
				//tradeMenu.SetVendor(&vS);
				tradeMenu.SetVendor(&southVendor);
				loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_Africa);
				currentMap = Map_Africa;
				if (loadMap.CollNode)
				{
					selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);

					for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
					{
						loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
					}
					loadMap.CollNode->setTriangleSelector(selector);
				}

				if (selector)
				{
					anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
						core::vector3df(0.0f, -0.725f, 0.0f));
					plyrNode->addAnimator(anim);
				}
				collMan = smgr->getSceneCollisionManager();
				break;
			}
			default:
				break;
			}

			break;
		}
		case Trade:
		{

			bool out = false;
			out = tradeMenu.Update(&input, frameCount, device, currentMap);
			if (out)
				state = None;
			break;
		}
		case Main:
		{
			int out = mainMenu.Update(&input, frameCount);

			switch (out)
			{
			case MSstart:
			{
				state = None;
				break;
			}
			case MSexit:
			{
				device->closeDevice();
				//return 0;
				break;
			}
			default:
				break;
			}

			break;
		}
		case Craft:
		{
			bool out = craftMenu.Update(&input, frameCount, device);
			if (out)
				state = None;
			break;
		}
		default:
			// Do nothing
			break;
		}

		if (updateCam) moveCameraControl(plyrNode, device, camera);

		////////////////////////////////////////////////////////

		if (sun_angle > 360) sun_angle = 0;
		if (sun_angle < 180) sun_data.DiffuseColor = Diffuse_Day; else sun_data.DiffuseColor = Diffuse_Night;
		sun_node->setLightData(sun_data);

		sky.setRed(skyR);
		sky.setGreen(skyG);
		sky.setBlue(skyB);
		driver->beginScene(true, true, sky);

		smgr->drawAll();

		playerInterface.render(driver, state);

		// Draw the menu
		switch (state)
		{
		case Map:
		{
			mapMenu.Draw(driver, device);
			break;
		}
		case Trade:
		{
			tradeMenu.Render(driver, device);
			break;
		}
		case Main:
		{
			mainMenu.Draw(driver);
			break;
		}
		case Craft:
		{
			craftMenu.Draw(driver);
			break;
		}
		default:
			// Do nothing
			break;
		}

		driver->endScene();
		
		// Update the prev time stamp to current
		prevTimeStamp = currTimeStamp;

	}

	device->drop();

	return 0;
}
Ejemplo n.º 4
0
SceneWorld::SceneWorld(PseuGUI *g) : Scene(g)
{
    DEBUG(logdebug("SceneWorld: Initializing..."));
    debugmode = false;
    _freeCameraMove = true;

    // store some pointers right now to prevent repeated ptr dereferencing later (speeds up code)
    gui = g;
    wsession = gui->GetInstance()->GetWSession();
    world = wsession->GetWorld();
    mapmgr = world->GetMapMgr();
    movemgr = world->GetMoveMgr();
    mychar = wsession->GetMyChar();
    ASSERT(mychar);
    _CalcXYMoveVect(mychar->GetO());
    old_char_o = mychar->GetO();

    if(soundengine)
    {
        soundengine->stopAllSounds();
    }

    ILightSceneNode* light = smgr->addLightSceneNode(0, core::vector3df(0,0,0), SColorf(255, 255, 255, 255), 1000.0f);
    SLight ldata = light->getLightData();
    ldata.AmbientColor = video::SColorf(0.2f,0.2f,0.2f);
    ldata.DiffuseColor = video::SColorf(1.0f,1.0f,1.0f);
    ldata.Type = video::ELT_DIRECTIONAL;
    ldata.Position = core::vector3df(-0.22f,-1,0);
    light->setLightData(ldata);

    eventrecv = new MyEventReceiver();
    device->setEventReceiver(eventrecv);
    eventrecv->mouse.wheel = MAX_CAM_DISTANCE;

    camera = new MCameraFPS(smgr);
    camera->setNearValue(0.1f);

    f32 farclip = instance->GetConf()->farclip;
    if(farclip < 50)
        farclip = TILESIZE;

    f32 fov = instance->GetConf()->fov;
    if(!iszero(fov))
    {
        logdetail("Camera: Field of view (FOV) = %.3f",fov);
        camera->setFOV(fov);
    }

    camera->setFarValue(farclip);

    debugText = guienv->addStaticText(L"< debug text >",rect<s32>(0,0,driver->getScreenSize().Width,30),true,true,0,-1,true);

    envBasicColor = video::SColor(0,100,101,190);

    smgr->setShadowColor(); // set shadow to default color

    sky = NULL;
    selectedNode = oldSelectedNode = NULL;
    //sky = smgr->addSkyDomeSceneNode(driver->getTexture("data/misc/sky.jpg"),64,64,1.0f,2.0f);
    /* // TODO: for now let irrlicht draw the skybox
    sky->grab(); // if the camera clip is set too short, the sky will not be rendered properly.
    sky->remove(); // thus we grab the sky node while removing it from rendering.
    */

    f32 fogfar = instance->GetConf()->fogfar;
    if(fogfar < 30)
        fogfar = farclip * 0.7f;

    f32 fognear = instance->GetConf()->fognear;
    if(fognear < 10)
        fognear = fogfar * 0.75f;

    logdetail("GUI: Using farclip=%.2f fogfar=%.2f fognear=%.2f", farclip, fogfar, fognear);

    driver->setFog(envBasicColor, true, fognear, fogfar, 0.02f);

    // setup cursor
    cursor->setOSCursorVisible(false);
    cursor->addMouseCursorTexture("data/misc/cursor.png", true);
    cursor->setVisible(true);

    InitTerrain();
    UpdateTerrain();
    RelocateCameraBehindChar();

    DEBUG(logdebug("SceneWorld: Init done!"));
}
Ejemplo n.º 5
0
int main()
{
    const int nRobots = 2;
    //given robot numbers will be controlled by humans
    vector<int> humanBrainIds; 
    //humanBrainIds.push_back(1);
    //humanBrainIds.push_back(0);

//-- device ------------------------------------------------------------//

    IrrlichtDevice* device;

    device = createDevice(
        EDT_OPENGL, //driverType
        windowSize,
        16,  //bits
        false,
        false, //stencilbuffer
        false, //vsync
        NULL //receiver
    );
    //advanced device params
        //SIrrlichtCreationParameters params;
        //params.DeviceType = EIDT_CONSOLE;
        //params.DriverType = EDT_OPENGL;
        //params.WindowSize = windowSize;
        //device = createDeviceEx(params);

    if (device == 0)
        return EXIT_FAILURE; // could not create selected driver.

    IVideoDriver* driver = device->getVideoDriver();
    ISceneManager* smgr = device->getSceneManager();

//-- lights ------------------------------------------------------------//

    //ambient light
    //smgr->setAmbientLight( SColorf(1.0f,1.0f,1.0f,1.0f) );
        //smgr->setAmbientLight( SColorf(.3f,.3f,.3f,1.0f) );

    //diffusive light
        SLight light_data;
        light_data.AmbientColor = SColorf(.3,.3,.3);
        //light_data.Attenuation = vector3df(.3,.3,.3); //Attenuation cte, linear quadratic TODO ??
        light_data.DiffuseColor = SColorf(.0,.0,.0);
        light_data.SpecularColor = SColorf(.0,.0,.0);
        light_data.CastShadows = true;
        light_data.Radius = 100.0f;
        light_data.Type = ELT_DIRECTIONAL;
            //ELT_POINT 	point light, it has a position in space and radiates light in all directions
            //ELT_SPOT    spot light, it has a position in space, a direction, and a limited cone of influence
            //ELT_DIRECTIONAL 	directional light, coming from a direction from an infinite distance 
            
        ILightSceneNode* light = smgr->addLightSceneNode(0, core::vector3df(.5f,.0f,.5f));
        light->setLightData(light_data);

//-- objects ------------------------------------------------------------//

    IMesh* mesh;
    ISceneNode * node;
    float HEIGHT=1000.f, WIDTH=1.f;
    //height between center/sky == height bottom/center
    //large so that scene looks 2d on interactive test mode.
    //on automatic mode, only middle pixel row is taken, so this does not matter

    //outter boundary
        
        //square
            node = smgr->addCubeSceneNode(
                2.f*WIDTH,  // width
                0,      // parent
                -1,     // id
                vector3df(0, 0, 0),               // center
                vector3df(0, 0, 0),               // rotation
                vector3df(1.0f, HEIGHT, 1.0f)*-1.f    // scale. *-1 turns it inside out. to use both faces make two cubes.
            );

        //circle
            //mesh = smgr->getGeometryCreator()->createCylinderMesh(
                //1.f,    //radius
                //1.,     //length
                //50,     //tesselation
                //SColor(0,0,0,255),     //color
                //false,                 //closeTop
                //0.f                    //oblique
            //);
            //node = smgr->addMeshSceneNode(
                //mesh,
                //0,     //ISceneNode * parent
                //-1,    //s32 id
                //vector3df(0, -HEIGHT, 0),            //const core::vector3df & position
                //vector3df(0, 0, 0),                     //const core::vector3df & rotation
                //vector3df(1.0f, 2.f*HEIGHT, 1.0f)      //const core::vector3df & scale
            //);

        node->getMaterial(0).AmbientColor.set(0,0,0,0);
        node->getMaterial(0).DiffuseColor.set(0,0,0,0);
        //node->getMaterial(0).SpecularColor.set(255,255,255,255);
        //node->getMaterial(0).Shininess = 20.0f;
        //node->getMaterial(0).EmissiveColor.set(0,0,0,0);
        //node->setMaterialFlag(EMF_WIREFRAME,true); //wireframe only

    //left cube
        node = smgr->addCubeSceneNode(
            0.2,    // width
            0,      // parent
            -1,     // id
            vector3df(-.3, 0, 0),       // center
            vector3df(0, 0, 0),           // rotation
            vector3df(1.0f, HEIGHT, 1.0f)   // scale
        );
        node->getMaterial(0).AmbientColor.set(0,255,0,0);
        node->getMaterial(0).DiffuseColor.set(0,255,0,0);

    //right cube
        node = smgr->addCubeSceneNode(
            .2f,    // width
            0,      // parent
            -1,     // id
            vector3df(.3, 0, 0),        // center
            vector3df(0, 0, 0),           // rotation
            vector3df(1.0f, HEIGHT, 1.0f)   // scale
        );
        node->getMaterial(0).AmbientColor.set(0,0,255,0);
        node->getMaterial(0).DiffuseColor.set(0,0,255,0);

    //cylinder
        //mesh = smgr->getGeometryCreator()->createCylinderMesh(
            //.1f,    //radius
            //1.,     //length
            //50,     //tesselation
            //SColor(),              //color
            //false,                 //closeTop
            //0.f                    //oblique
        //);
        //node = smgr->addMeshSceneNode(
            //mesh,
            //0,     //ISceneNode * parent
            //-1,    //s32 id
            //vector3df(0, -HEIGHT, 0),            //const core::vector3df & position
            //vector3df(0, 0, 0),                  //const core::vector3df & rotation
            //vector3df(1.0f, 2.*HEIGHT, 1.0f)     //const core::vector3df & scale
        //);
        //node->getMaterial(0).AmbientColor.set(0,0,0,255);
        //node->getMaterial(0).DiffuseColor.set(0,0,0,255);

    //sphere
        //node = smgr->addSphereSceneNode(
            //0.1,     // radius
            //50,     // poly count
            //0,      // parent
            //FruitID,     // id
            //vector3df(0, 0, 0),         // center
            //vector3df(0, 0, 0),           // rotation
            //vector3df(1.0f, 1.0f, 1.0f)   // scale
        //);
        //node->getMaterial(0).AmbientColor.set(0,0,0,255);
        //node->getMaterial(0).DiffuseColor.set(0,0,0,255);
        //node->getMaterial(0).Lighting = true;

//-- collision ------------------------------------------------------------//

    /* Put everything we want to do collision checking with inside the meta selector. */
    IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
    array<ISceneNode *> nodes;
    smgr->getSceneNodesFromType(ESNT_ANY, nodes); // Find all nodes

    for (u32 i=0; i < nodes.size(); ++i)
    {
        ISceneNode * node = nodes[i];
        ITriangleSelector * selector = 0;

        switch(node->getType())
        {
            case ESNT_CUBE:
            case ESNT_ANIMATED_MESH:
            // Because the selector won't animate with the mesh,
            // and is only being used for camera collision, we'll just use an approximate
            // bounding box instead of ((IAnimatedMeshSceneNode*)node)->getMesh(0)
            selector = smgr->createTriangleSelectorFromBoundingBox(node);
            break;

            case ESNT_MESH:
            case ESNT_SPHERE: // Derived from IMeshSceneNode
            selector = smgr->createTriangleSelector(((IMeshSceneNode*)node)->getMesh(), node);
            break;

            case ESNT_TERRAIN:
            selector = smgr->createTerrainTriangleSelector((ITerrainSceneNode*)node);
            break;

            case ESNT_OCTREE:
            selector = smgr->createOctreeTriangleSelector(((IMeshSceneNode*)node)->getMesh(), node);
            break;

            default:
            // Don't create a selector for this node type
            break;
        }

        if(selector)
        {
            // Add it to the meta selector, which will take a reference to it
            meta->addTriangleSelector(selector);
            // And drop my reference to it, so that the meta selector owns it.
            selector->drop();
        }
    }

//-- robots ------------------------------------------------------------//

    //create robots
    Fly2D::Brain* brains[nRobots];


    //all to a default type
    //for ( int i=0; i<nRobots; i++ )
    //{
        //brains[i] = new Fly2D::BrainForward;
        ////brains[i] = new Fly2D::BrainCircle();
    //}

    brains[0] = new Fly2D::BrainForward;
    brains[1] = new Fly2D::BrainForward;

    //decide human control
        vector<Fly2D::BrainHuman*> hBrains;
        for (
            vector<int>::iterator i = humanBrainIds.begin();
            i != humanBrainIds.end();
            ++i
        )
        {
            if ( *i > nRobots )
            {
                cerr << "no such robot: " << *i << endl;
                exit(EXIT_FAILURE);
            }
            delete brains[*i];
            Fly2D::BrainHuman* hBrain = new Fly2D::BrainHuman;
            brains[*i] = hBrain;
            hBrains.push_back(hBrain);
        }
        Fly2D::ReceiverHuman hReceiver = Fly2D::ReceiverHuman( hBrains );
        device->setEventReceiver( &hReceiver );

    Robot* robots[nRobots];
    robots[0] = new Fly2D::Robot( *device, *meta, *brains[0], vector3df(0,0,-0.5f), vector3df(0,0, 0.5f),  0.01 );
    robots[1] = new Fly2D::Robot( *device, *meta, *brains[1], vector3df(0,0,0.5f),  vector3df(0,0, -0.5f), 0.01 );

    meta->drop(); // As soon as we're done with the selector, drop it.

//-- run ------------------------------------------------------------//
    //TEST
    vector3df oldpos, oldtarget;
    //END TEST
    
    int nFrames = 0;
    ITimer* timer = device->getTimer();
    int t0 = timer->getTime();
    int w = driver->getScreenSize().Width;
    int h = driver->getScreenSize().Height;
    int dh = h/nRobots;
    int observeRobot = 0;

	while(device->run())
	{
        //if (device->isWindowActive()) //only work if window has focus.

        //draw

        driver->setViewPort(rect<s32>(0,0,w,h));
        driver->beginScene(true,true,0);
        for(int i=0; i<nRobots; i++)
        {
            driver->setViewPort(rect<s32>(0,dh*i,w,dh*(i+1)));
            //only part of window gets drawn into

            smgr->setActiveCamera(robots[i]->camera);

            smgr->drawAll(); 
            //draws on window scene of active camera
 
            robots[i]->update();
        }
        driver->endScene();

        //TEST
        //if
        //(
            //robots[observeRobot].getPosition() != oldpos
            //|| robots[observeRobot].getTarget() != oldtarget
        //)
        //oldpos = robots[observeRobot].getPosition();
        //oldtarget = robots[observeRobot].getTarget();

        cout << robots[observeRobot]->str();

        //FPS info
            //cout << "frame no:" << endl << nFrames << endl;;
            //cout << "average fps:" << endl << 1000*nFrames/(float)(timer->getTime()-t0) << endl;
            //nFrames++;
            cout << "fps:" << endl << driver->getFPS() << endl;
        //END TEST
	}
	device->drop();
	return 0;
}